Clamp continuous laser bullet position to min zero (#10873)
This prevents the laser from moving behind the unit at the end of the animation.
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@@ -55,13 +55,13 @@ public class ContinuousLaserBulletType extends ContinuousBulletType{
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float ellipseLenScl = Mathf.lerp(1 - i / (float)(colors.length), 1f, pointyScaling);
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float ellipseLenScl = Mathf.lerp(1 - i / (float)(colors.length), 1f, pointyScaling);
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Lines.stroke(stroke);
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Lines.stroke(stroke);
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Lines.lineAngle(b.x, b.y, rot, realLength - frontLength, false);
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Lines.lineAngle(b.x, b.y, rot, Math.max(0, realLength - frontLength), false);
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//back ellipse
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//back ellipse
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Drawf.flameFront(b.x, b.y, divisions, rot + 180f, backLength, stroke / 2f);
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Drawf.flameFront(b.x, b.y, divisions, rot + 180f, backLength, stroke / 2f);
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//front ellipse
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//front ellipse
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Tmp.v1.trnsExact(rot, realLength - frontLength);
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Tmp.v1.trnsExact(rot, Math.max(0, realLength - frontLength));
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Drawf.flameFront(b.x + Tmp.v1.x, b.y + Tmp.v1.y, divisions, rot, frontLength * ellipseLenScl, stroke / 2f);
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Drawf.flameFront(b.x + Tmp.v1.x, b.y + Tmp.v1.y, divisions, rot, frontLength * ellipseLenScl, stroke / 2f);
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}
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}
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